This beautiful watercolour exploration game sees you guide a young blind girl through the world, utilising sound and a sense of touch. The girl reacts to different environments, providing you with an alert as to whether she is happy, content, scared or upset.
What We Thought Of The Game
We were immediately drawn in by the beautiful watercolour landscapes that open up and reveal as you navigate around the map. We were further drawn in by the use of sound and the use of touch in the game helping us to navigate through objectives and to help guide the girl. We were won over with the emotions the girl possesses and how they made us feel, drawing a huge amount of empathy and desire to seek a safe and enjoyable journey for her throughout the game.
This inspiring and beautiful game had to be number one in our top ten, it completely won us over and will be one we will be looking forward to seeing release this year.
We were very lucky to speak to Sherida Halatoe who developed the game, and Adam Flindall one of the designers, at Rezzed. Thank you so much for taking the time to speak with us!
If you could describe Beyond Eyes in one sentence, what would it be?
An exploration game as a blind girl through sound and sense of touch.
What was the inspiration behind the game?
I was graduating college and I wanted to produce a game that featured a number of design principles – for example there were 25 items for games, and I wanted to take three of those items and put them into the game. We focused on watercolour visuals to provide an interesting and beautiful landscape, on exploration without feeling too linear and without providing objectives to the point where it was run from A to B, and empathy, where we wanted the player to feel emotions and tied to the girl in the game.
What was the hardest part of developing the game?
Everything during this development has been a challenge – for example, one of the biggest was producing unique systems for the game to run on, which were invented from scratch. No other games on the market have this watercolour reveal world element so we had to produce and develop that from scratch rather than look to our peers to see how they may have produced it. We are really chuffed to be one of the first to try this out and feel there is so much for the potential of games.
What was the best part of development?
Absolutely favourite part has to be meeting players at conventions and socially, who provide such great feedback and to see them play the game. It really matters about how they respond to the game.
If you could pick one other game (not yours!) to love at Rezzed, which one would it be?
It would have to be A Light In Chorus because it is so beautiful.